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switch Mods for switch (Not mod menu)
Kam297 replied to Kam297's topic in [Don't Starve] Mods and tools
Well without the mod menu there's not actually anything "available " as far as I'm aware. The linked zip I made myself. It involved dumping the game files (trust me this was the long part), manually exiting the mods into the game files, then putting onmy the edited files onto the SD card. If you can get my zip working if you'd like I'll make a mod pack for you. I don't have my laptop right now but when I do I'll upload my mod pack that I made. It's a bit ez mode but eh -
Disclaimer: Use at your own risk. I'm not responsible for console bans or anything else that might happen. Requirements: SD card, Windows PC (other methods of launching hekate work ofc), LayeredFS, and a brain. Contents: Backpack and amulet slots, auto-catch, and better compass. (Disclaimer: SW DLC not tested, Vanilla and RoG tested.) 1. Place contents of zip onto SD card you use for your switch. (skip to step 2 if you can already boot layeredfs) 1b. place these files on SD root https://github.com/tumGER/SDFilesSwitch/releases 1c. Boot into RCM: Power off your switch, insert a RCM jig (search ebay), hold volume up and press power. Your console should stay black. Plug it into Your windows PC. It should show up somewhere (like Device manager) as "APX" 1d. Download hekate payload and TegraRCMsmash (for windows) and zadig https://github.com/CTCaer/hekate/releases/ https://github.com/rajkosto/TegraRcmSmash https://zadig.akeo.ie/ 1e. Open zadig. From the device list, choose APX (if it's not showing up in the list, go to Options menu and check List All Devices) For the driver type, cycle the arrows until you see libusbK (v3.0.7.0) in the text box (IMPORTANT!) Click the big Install Driver button. Device manager should now show "APX" under libusbK USB Devices tree item. 1f. Drag Hekate.bin onto tegrarcmsmash.exe 2. Boot LayeredFS then Don't starve. Enjoy extra equip slots. 3. Profit? Proof: https://ibb.co/iYb5my DSswitchMods.rar
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Edit: Added zip of not working mod menu files in case anyone with LFS on switch wants to take a crack at it. Okay so first of all I would like to say. First! Now that's out of the way I'd like to ask for help from anyone who know's more what they're doing to help me with two things. Getting the mod menu to work, and editing the minimap_atlas.tex and minimap_data.xml to work. (my attempts have all left me with a blank minimap.) Okay so the minimap. What I've done is use the Texture and atlas Packer tool to extract, add images, then repack. I've tried with and without crop and power of two so if anyone has any ideas help would be appreciated. Now about the mod menu. If you're familiar with how the mod menu for android that's been floating around works I tried to port that to the switch. The mod menu shows up on the home screen and when clicked functions exactly as a pc menu but with no populated mods. The only difference between my version and the android version is that the switch fails to launch on one crucial line of code. At the end of \scripts\main.lau If mods_enabled = true this line of code makes the game hang on loading. if not MODS_ENABLED then -- No mods in nacl, and the below functions are async in nacl -- so they break because Main returns before ModSafeStartup has run. ModSafeStartup() else KnownModIndex:Load(function() KnownModIndex:BeginStartupSequence(function() ModSafeStartup() end) end) end fkedmodmenu.rar
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Refrencing CraftTabs:IsCraftingOpen()
Kam297 replied to Kam297's topic in [Don't Starve] Mods and tools
funny how things work sometimes I went and made a component (track crafting) that updates from inside the crafting widget bla bla bla turns out it was just where is was putting the code was just really really noncompliant, moved this up to a lower level (the method that actually moves your camera rather then the method saying to run the method to move the camera) and tada it returns correctly, turning a really ugly fix into 2 lines. thanks a million I was convinced GetPlayer().HUD:IsCraftingOpen() was just calling to somewhere wrong or something. -
I for the life of me can not freaking figure out how to reference scripts/widgets/crafttabs. I need to either use the method CraftTabs:IsCraftingOpen() or even better self(this is CraftTabs).crafting.open. If you can help me out I'll bake you a digital cookie. <3
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Well then support the devs and get the steam version (It's stupid cheap all things considered) if you're not smart enough how to download mods off steam workshop without signing in.
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A mod like "NO RELEASE DEPLOYABLES" ?
Kam297 replied to justdl20160219's topic in [Don't Starve] Mods and tools
try googling something like this. you'll figure it out I'm sure "tampermonkey / Greasemonkey steam workshop download script" -
Any SW compatable Auto-Collect Mods?
Kam297 replied to Torigoma's topic in [Don't Starve] Mods and tools
http://steamcommunity.com/sharedfiles/filedetails/?id=399011777 not sure this is what you're looking for as it's in the form of a pouch but this mod has a pouch that will auto collect for you, you could disable the other pouches and use a small version if this auto collect pouch if you feel like its to cheaty. -
Cant find Don’t Starve Mod Tools
Kam297 replied to KaydemonLP's topic in [Don't Starve] Mods and tools
Well the mod tools are a private download to owners of DS. Assuming you still have the product key this is an easy fix. 1. open steam and press the games dropdown in the top left corner and select "activate a product on steam" 2. hit next a couple times then input your product code. 3. profit? -
http://steamcommunity.com/app/322330/workshop/ Simply sign in to the steam account that owns DST and find a mod and hit subscribe couldn't be simpler.
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Shipwrecked Build 167804 - Feb 25th
Kam297 replied to Bryce's topic in [Don't Starve: Shipwrecked] Developer log
No I haven't ever seen this before but at first glance it looks exactly like what I was looking for. THANK YOU! It did thank you very very much! -
I LOVE you. <3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3<3 sorry for the rage rants but I spent hours the last couple days unsubing mods, finding something cool and going in this frustrating endless circle of wanting everything to be too awesome.
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Shipwrecked Build 167804 - Feb 25th
Kam297 replied to Bryce's topic in [Don't Starve: Shipwrecked] Developer log
Looks like you screwed up your post by not being informed.. In case you didn't get what the problem is I made a simple little video explaining the it... oh and about the reinstall the screenie says my game install is fine.And before you even say anything yes this is way more configs then anyone would ever have at one time even in disabled mods but even much lesser numbers still cause this issue... acutally is seems to occur in two places.. as the world is generating and even more concerning there is a much larger spike as the game begins loading... this I just noticed.. the first spike is... well insignificant in comparison to the second.. using 100 mod configs I go from 180mb (of ram used by DS) idle to 250mb~ on world generation but then after it starts loading it spikes again this time to around 1200mb... shown here to to be clear this means that between all the mods you have subscribed to if you have 100 config options between them (think only 10 mods with 10 config options...) then the mod configs alone are taking over half of the ram that windows has dedicated to DS... leaving you with not enough.. and crash. boo. -
Shipwrecked Build 167804 - Feb 25th
Kam297 replied to Bryce's topic in [Don't Starve: Shipwrecked] Developer log
Thanks! Now I dun got myself all worked up about SW and just decided to go offline, drag my mods folder out and hop on the vanilla boat wagon for now. -
Shipwrecked Build 167804 - Feb 25th
Kam297 replied to Bryce's topic in [Don't Starve: Shipwrecked] Developer log
sorry to tell ya but I think this update broke moar save slots... for now disable it and play on one of the first 5 saves if that's an option. hopefully the dev will update for ya soon.